Discussion in 'Map Factory' started by jylhis, Jan 5, 2011.
KotH based map I'm making at the moment.
Feel free to download and test it
Damned impressive for an early alpha. Will download and look at when i get home. I love the brushwork detailing!
Yes, that looks great for early alpha. I love the brushwork and what you did with those spytech supports.
I'd like to see this up for a gameday (next one should be friday)
Did a quick run through of the map and here's some things I found:
Most importantly the timer doesn't go down when you capture the point. The game will NOT work until you fix this.
Get rid of these chairs. All they will do is cause players to rage when they get stuck by backing into them.
You should try and define where you have to stand to capture the point. Most maps use hazard lines to do this.
More signs would also be useful. It was easy to get lost. Another suggestion would be making it easier for people to differentiate between red's side and blu's side.
The only high ground is available to only scouts, demo's and sollies. You way want to change this to allow for height variation which helps keep gameplay interesting. You may want to remove the water from those platforms.
Finally just have some general player clipping. Use it on your doors, your stairs and your pipes to make traversing through your level as smooth as possible. The best way to check if you've player clip well is to see if you can run along your walls without getting caught on anything.
Blu's spawn also has red control panels.
Here's some examples from Valve maps:
This is how you should playerclip your stairs, making them into fancy ramps. Its a lot smoother this way.
You want to player clip obstacles on walls so that players won't accidentally get stuck on them and die.
There's some good advice in this article: http://www.nodraw.net/2010/06/tf2-what-your-map-is-missing/
thanks for the comment, I'll fix those things sooner or later
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